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https://github.com/Relintai/broken_seals.git
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Renamed a few methods in the mesh data resource editor.
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@ -3,30 +3,36 @@ extends PanelContainer
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var plugin
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var plugin
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export var uv_editor_path : NodePath
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var uv_editor : Node
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func _init():
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uv_editor = get_node(uv_editor_path)
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func _unhandled_key_input(event : InputEventKey) -> void:
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func _unhandled_key_input(event : InputEventKey) -> void:
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if event.echo:
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if event.echo:
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return
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return
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#if event.key
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#if event.key
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if event.scancode == KEY_G:
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if event.scancode == KEY_G:
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#translate
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#translate
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if plugin:
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if plugin:
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plugin.translate_key_pressed(event.pressed)
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plugin.set_translate(event.pressed)
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elif event.scancode == KEY_S:
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elif event.scancode == KEY_S:
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#scale? probably needs a differrent key
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#scale? probably needs a differrent key
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if plugin:
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if plugin:
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plugin.scale_key_pressed(event.pressed)
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plugin.set_scale(event.pressed)
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elif event.scancode == KEY_R:
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elif event.scancode == KEY_R:
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#rotate
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#rotate
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if plugin:
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if plugin:
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plugin.rotate_key_pressed(event.pressed)
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plugin.set_rotate(event.pressed)
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elif event.scancode == KEY_X:
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elif event.scancode == KEY_X:
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if plugin:
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if plugin:
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plugin.axis_key_x(event.pressed)
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plugin.set_axis_x(event.pressed)
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elif event.scancode == KEY_Y:
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elif event.scancode == KEY_Y:
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if plugin:
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if plugin:
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plugin.axis_key_y(event.pressed)
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plugin.set_axis_y(event.pressed)
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elif event.scancode == KEY_Z:
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elif event.scancode == KEY_Z:
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if plugin:
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if plugin:
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plugin.axis_key_z(event.pressed)
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plugin.set_axis_z(event.pressed)
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@ -11,6 +11,7 @@ script = ExtResource( 1 )
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__meta__ = {
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__meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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}
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}
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uv_editor_path = NodePath("VBoxContainer/ScrollContainer/UVEditor")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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margin_left = 7.0
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margin_left = 7.0
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@ -239,33 +239,33 @@ func forward_spatial_gui_input(index, camera, event):
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return false
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return false
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func translate_key_pressed(on : bool) -> void:
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func set_translate(on : bool) -> void:
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if on:
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if on:
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edit_mode = EditMode.TRANSLATE
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edit_mode = EditMode.TRANSLATE
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func scale_key_pressed(on : bool) -> void:
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func set_scale(on : bool) -> void:
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if on:
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if on:
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edit_mode = EditMode.SCALE
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edit_mode = EditMode.SCALE
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func rotate_key_pressed(on : bool) -> void:
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func set_rotate(on : bool) -> void:
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if on:
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if on:
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edit_mode = EditMode.ROTATE
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edit_mode = EditMode.ROTATE
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func axis_key_x(on : bool) -> void:
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func set_axis_x(on : bool) -> void:
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if on:
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if on:
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if (axis_constraint & AxisConstraint.X) != 0:
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if (axis_constraint & AxisConstraint.X) != 0:
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axis_constraint ^= AxisConstraint.X
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axis_constraint ^= AxisConstraint.X
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else:
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else:
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axis_constraint |= AxisConstraint.X
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axis_constraint |= AxisConstraint.X
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func axis_key_y(on : bool) -> void:
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func set_axis_y(on : bool) -> void:
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if on:
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if on:
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if (axis_constraint & AxisConstraint.Y) != 0:
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if (axis_constraint & AxisConstraint.Y) != 0:
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axis_constraint ^= AxisConstraint.Y
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axis_constraint ^= AxisConstraint.Y
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else:
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else:
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axis_constraint |= AxisConstraint.Y
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axis_constraint |= AxisConstraint.Y
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func axis_key_z(on : bool) -> void:
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func set_axis_z(on : bool) -> void:
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if on:
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if on:
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if (axis_constraint & AxisConstraint.Z) != 0:
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if (axis_constraint & AxisConstraint.Z) != 0:
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axis_constraint ^= AxisConstraint.Z
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axis_constraint ^= AxisConstraint.Z
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@ -77,29 +77,29 @@ func unregister_gizmo(gizmo):
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active_gizmos.remove(i)
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active_gizmos.remove(i)
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return
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return
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func translate_key_pressed(on : bool) -> void:
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func set_translate(on : bool) -> void:
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for g in active_gizmos:
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for g in active_gizmos:
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g.translate_key_pressed(on)
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g.set_translate(on)
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func scale_key_pressed(on : bool) -> void:
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func set_scale(on : bool) -> void:
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for g in active_gizmos:
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for g in active_gizmos:
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g.scale_key_pressed(on)
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g.set_scale(on)
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func rotate_key_pressed(on : bool) -> void:
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func set_rotate(on : bool) -> void:
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for g in active_gizmos:
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for g in active_gizmos:
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g.rotate_key_pressed(on)
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g.set_rotate(on)
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func axis_key_x(on : bool) -> void:
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func set_axis_x(on : bool) -> void:
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for g in active_gizmos:
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for g in active_gizmos:
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g.axis_key_x(on)
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g.set_axis_x(on)
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func axis_key_y(on : bool) -> void:
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func set_axis_y(on : bool) -> void:
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for g in active_gizmos:
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for g in active_gizmos:
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g.axis_key_y(on)
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g.set_axis_y(on)
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func axis_key_z(on : bool) -> void:
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func set_axis_z(on : bool) -> void:
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for g in active_gizmos:
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for g in active_gizmos:
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g.axis_key_z(on)
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g.set_axis_z(on)
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func forward_spatial_gui_input(camera, event):
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func forward_spatial_gui_input(camera, event):
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for g in active_gizmos:
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for g in active_gizmos:
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